New Unreal Tournament details
No word on an official title yet, but some rather interesting info regarding the brand new Conquest mode.
Details of the new Unreal Tournament title have been revealed in the latest issue of US magazine Computer Gaming World.
The game, which will be powered by the Unreal Engine 3, is being designed with the aim of putting gameplay ahead of graphics in the development process, with art being added in only once map layouts are finalised.
No specific details of vehicles have been released, but images suggest there will be a next generation Goliath tank and scorpion buggy. A total of 11 weapons will reportedly be available.
The game will feature voice-controlled AI and game modes including Onslaught, Deathmatch and Capture the Flag. There will also be a global ratings system in place so clans around the world can compare scores.
But most interesting is of all is the new Conquest mode. It features eight teams, each with unique armour, who can battle it out on maps up to three times the size of Onslaught equivalents.
According to CGW, "Conquest will take advantage of the Unreal Engine 3's ability to seamlessly stream maps by putting you in a battlefield the size of several maps stitched together, with Assault-like objectives and even a form of limited resource management planned."
In addition, "there may be the option to treat a Conquest match like a long term war, so you can play, take a break, and then go back and play more later."
You'll also be able to seek out opponents with stats that match yours, view clan pages from within the game and visit "pre-game lobbies".
No official title for the game has been announced, but we'll take a wild stab in the dark at Unreal Tournament 2006 - or perhaps even Unreal Tournament 2007 if it takes much longer. You never know.
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Comments (8) Latest comment 7 years ago
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Can't wait... No... really...
By the time this gets released, FPS'ers will be as dull as dish water...
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It begs belief that this was not happening in the first place. Then again, I think of all the times I got snagged on static meshes in the previous two... man, are they truly behind the curve this much?
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